Valis III
Valis III is a side-scrolling action-platform video game, the third installment in the Valis series, developed by Telenet Japan and originally released in 1990 for the PC Engine CD in Japan.[1] In the game, Japanese schoolgirl Yuko Asou is once again chosen as the warrior wielding the mystical Valis sword, teaming up with allies Cham and Valna to thwart King Glames of the Dark World, who seeks to conquer both Earth and the magical realm of Vecanti using his powerful Leethus sword.[1][2] The game's narrative continues directly from Valis II, where peace was briefly restored after defeating the demon lord Rogles, only for a new threat to emerge from the enigmatic Dark World.[1] Yuko, now joined by Cham—a whip-wielding warrior from the Dark World—and Valna—a magic-user from Vecanti—embarks on a quest across fantastical stages blending human and otherworldly environments.[2] Each character offers distinct gameplay styles: Yuko's sword delivers close-range slashes enhanced by a power gauge for special attacks; Cham's whip allows mid-range combat with Castlevania-inspired flair; and Valna's spells, including fire, ice, and thunder elements, provide versatile ranged options.[1][2] Originally published in Japan by NCS and in North America by Renovation Products for the Sega Genesis in 1991, Valis III features anime-style cutscenes, a soundtrack with music direction by Shinobu Ogawa, and challenging platforming with time limits per stage and a limited number of lives, but no continues system.[2] The title has been preserved through re-releases, including as part of the Valis: The Fantasm Soldier Collection III in 2024 and a standalone Nintendo Switch version of the Sega Mega Drive edition in 2024, introducing modern features like save states and rewind functionality.[2][3] Despite mixed contemporary reception for its difficulty and controls, Valis III remains notable for its strong female protagonists and fusion of Japanese RPG elements with Western action-platformer tropes in the early 1990s gaming landscape.[2]Gameplay
Core Mechanics
Valis III employs a foundational 2D side-scrolling action-platformer structure, where players traverse linear levels by jumping across platforms, sliding under obstacles, and combating waves of enemies using projectile-based sword attacks. Basic controls facilitate horizontal and vertical movement, with a standard jump enhanced by holding upward for greater height, and a sliding dash—typically executed by pressing down and jump simultaneously—that grants brief invincibility, damages nearby foes on contact, and aids in navigating tight gaps or low ceilings. Combat revolves around a sword that fires energy beams at varying ranges based on charge level, allowing players to engage both ground-based and aerial threats while avoiding environmental hazards like spikes, falling rocks, or bottomless pits.[4][5][6] Central to gameplay is resource management through three primary HUD elements: an HP bar tracking health, which decreases from enemy collisions or traps and can be restored via heart-shaped pickups or life capsules granting small (4 HP) or large (16 HP) recoveries; an MP bar powering limited-use magic spells, replenished by smashing crystal capsules or large magic crystals; and an attack power bar that depletes with each attack but recharges automatically, determining weapon strength and projectile reach while upgradeable to a maximum of three levels via sword icons for extended capacity and crossed-sword icons for faster recharge rates. These systems encourage careful positioning and timing, as overuse of attacks or spells without pickups leads to vulnerability in prolonged encounters. Item collection is integral, with crystals providing power-ups to boost attack capabilities, hearts for immediate health restoration, and magic staves granting access to specific spell types.[6][5][7] Levels are structured across 8-10 stages depending on the platform version, advancing linearly through diverse worlds including the Dark World, each comprising platforming segments filled with enemy patrols, collectible items, and mid-stage checkpoints that respawn players upon losing a life without resetting progress. The TurboGrafx-CD original features nine primary stages with sub-sections, while ports like the Sega Genesis condense to seven, maintaining core navigation but altering some layouts for hardware constraints. Boss encounters cap most stages as multi-phase battles against large adversaries, requiring players to memorize attack patterns, dodge sweeping projectiles or charges, and exploit weak points through sustained offense, often escalating in complexity across phases. The PC Engine CD original omits save functionality or passwords, relying on unlimited continues for accessibility, though the Sega Genesis port lacks a continues system. Character switching serves as a mechanic to adapt core systems to specific level challenges, such as reach or mobility needs.[7][4][8][2]Character Switching and Abilities
Valis III introduces a character-switching system that allows players to toggle between three distinct playable characters—Yuko Asou, Cham, and Valna—during levels to adapt to varying combat and exploration challenges.[2] This mechanic is activated by holding a specific button (such as A on the controller) while standing still, enabling seamless transitions mid-gameplay, though switching is restricted during boss encounters to maintain focus on single-character performance.[2] Each character shares core movement abilities like jumping, high-jumping, and sliding, but their unique weapons, spells, and stats fundamentally alter playstyles, encouraging strategic selection based on enemy positioning and environmental demands.[9] Yuko Asou serves as the balanced sword fighter, wielding the Sword of Valis to unleash wave-like energy projectiles that extend in range as a power gauge fills through item pickups.[2] Her high defense makes her ideal for close-quarters combat against tougher foes, though her magic capabilities are the weakest among the trio, with spells consuming minimal MP but offering limited potency.[2] Cham, an agile demon companion, employs a whip for mid-range attacks that deliver high damage in a narrow arc, suiting her high-speed profile for quick maneuvers and flanking enemies, albeit at the cost of low defense that leaves her vulnerable to direct hits.[2] Valna, the ranged magic user, attacks with a staff that fires spreading sparks for crowd control, prioritizing powerful spells over mobility, which results in slower movement and lower durability but excels in handling distant or grouped threats.[2] The game's elemental spells—fire, ice, and thunder—manifest with character-specific variations to complement their playstyles, all cast using directional inputs and consuming MP from a shared but character-influenced bar.[2] Yuko's fire spell summons homing Flame Daggers, her ice creates a freezing Ice Cutter wave for temporary platforms from enemies, and thunder produces a screen-wide Thunder Sword flash; Cham's versions include the aggressive Fire Dragon summon, penetrating Ice Throw arrows, and semicircle Lightning Bolts; while Valna's emphasize defense and range with orbiting Fire Stars, diagonal Chill Cube shards, and bouncing Thunder Storm sparks.[2] These spells can be upgraded via collectible crystals, such as small and large magic crystals that restore MP or enhance effects, allowing players to extend spell duration or intensity as they progress. Attempting to cast a spell with insufficient MP grants brief temporary invincibility instead.[9] Strategic depth arises from each character's HP and MP costs, vulnerabilities, and synergies, promoting frequent switches to optimize survival and efficiency.[2] Yuko's robust HP pool suits prolonged engagements but drains MP slowly on spells, making her reliable for boss phases requiring sustained defense; Cham's low defense demands evasive play to avoid HP loss from enemy waves, leveraging her speed for hit-and-run tactics; Valna's high MP expenditure for potent spells risks depletion in extended fights, necessitating switches to conserve resources while her low mobility benefits from paired use with Cham's agility for exploration.[2] This balance fosters tactical decision-making, such as deploying Valna for crowd control in dense enemy encounters or Yuko for shielded advances, with the HP/MP system tying into broader resource management to heighten combat tension.[9]| Character | Weapon | Key Strengths | Key Weaknesses | Spell MP Cost |
|---|---|---|---|---|
| Yuko Asou | Sword (energy waves) | High defense, balanced melee | Weak magic, charge delay | Low |
| Cham | Whip (mid-range arc) | High speed, strong damage | Low defense | Moderate |
| Valna | Staff (spreading sparks) | Powerful range, crowd control | Low mobility, high MP use | High |